Difference between revisions of "Product (competitive custom map)"

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{{competitive|generic=Viaduct Pro}}
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{{competitive|generic=Viaduct}}
 
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{{custom map}}
 
{{Map infobox
 
{{Map infobox
| map-image=Viaduct_Pro_1.jpg
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  | map-status              = custom
| game-type=King of the Hill
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  | map-workshopid          = 454272353
| file-name=koth_viaduct_pro_rc4
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  | map-name                = Product
| current-version = Release Candidate 4
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  | map-image               = Viaduct_Pro_1.jpg
| developer = [http://forums.tf2maps.net/member.php?u=1926 Yyler]
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  | map-game-type           = King of the Hill
| download-link = [http://fakkelbrigade.eu/maps/koth_pro_viaduct_rc4.bsp.bz2 fakkelbrigade]
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  | map-file-name           = koth_product_final
| map-environment = Temperate
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  | map-version             = Final
| map-setting = Daylight
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  | map-released            = {{patch name|12|21|2015|date-only=yes}}
| map-health-pickups-medium = 4
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  | map-updated              = {{patch name|7|29|2021|date-only=yes}}
| map-health-pickups-small 1
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  | map-developer           = {{Steamid|76561197998944560}}<br/>{{Steamid|76561197999878878}}<br/>{{Steamid|76561198001243486}}
 +
  | map-links                = [https://tf2maps.net/downloads/product.1063/ TF2Maps]
 +
  | map-environment         = Temperate, Alpine
 +
  | map-setting             = Daylight
 +
  | map-pickups-health-small = 1
 +
  | map-pickups-ammo-small   = 2
 
}}
 
}}
  
Viaduct Pro is a version of Viaduct tailored to competitive play. The biggest changes are the retexture and the extra opening in the wall between the two sides that contains a small health pack.  
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'''Product''' is a King of the Hill map, a modified version of [[Viaduct]] that has been tailored to competitive play. The biggest changes are retexturing and an extra opening in the midpoint wall that contains a small health pack. Product may offer better performance for older PCs due to the lack of snow effects.
  
 
==Locations==
 
==Locations==
===Spawn===
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* '''Spawn''': Spawn is the area between the spawn building and the first row of buildings.
Spawn is the area between the spawn building and the first row of buildings. There are boxes, logs, and various other cover to fight on or around in this area.
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* '''Cliff''': Cliff is the large rocky outcrop that overlooks the point and valley, and the wooden pathway connecting it to the middle building.
 
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* '''Main''': Main is the area below the short catwalk.
===Valley===
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* '''Right''': Right is the area below the wooden pathway.
Valley is the Area between the first and Second row of buildings, and the small rocky area containing a middle health pack. The Valley itself is sparse, and the only defensive position in it is the building near the point.
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* '''Japan''': Japan is the area on the short catwalk.
 
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* '''China''': China is the area on the wooden pathway.
===Cliff===
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* '''Valley''': Valley is the area between the first and second row of buildings.
Cliff is the large rocky outcrop that overlooks the point and valley, and the wooden pathway connecting it to the middle building. There is a middle health and ammo pack at the ramp up to it
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* '''Grass''': Grass is the small hill between the first and second row of buildings.
 +
* '''Concrete''': Concrete is the concrete area leading to the Connector and control point.
 +
* '''Connector''': Connector is the area connecting two sides of the Concrete via small wooden hallway.
  
===Point===
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<gallery widths=150px heights=90px>
The point is surrounded on two sides by logs and a sign. Adjacent to the point is a concrete platform.
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File:Red spawn product.jpg|[[RED]] spawn yard.
 +
File:Blu spawn product.jpg|[[BLU]] spawn yard.
 +
File:Red side product.jpg|RED side of the map.
 +
File:Blu side product.jpg|BLU side of the map.
 +
File:Mid product.jpg|Control point area.
 +
</gallery>
  
==Tactics==
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== Strategy ==
 
===General===
 
===General===
* Viaduct is very off class friendly, and you may find using the standard competitive line up not to be the most efficient class composition
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* Product is very offclass-friendly, and you may find the standard competitive class composition not to be the most efficient.
** Your flanks can run Heavy and Sniper almost full time, and running a spy is often viable
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** Your flanks can run Heavy and Sniper almost full time, and running a Spy is often viable.
** Your Pocket can also run heavy, or switch to gunboats while letting the medic primarily heal the demo or heavy
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** Your pocket can also run Heavy, or switch to Gunboats while letting the Medic primarily heal the Demoman or the Heavy.
* Viaduct encourages using the Kritzkrieg
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* Product encourages using the Kritzkrieg.
** If you are running Kritz, your demo should be getting most of the heals, and you need to be pushing as fast as possible to prevent the other team from getting Uber
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** If you are running Kritz, your demo should be getting most of the heals, and you need to be pushing as fast as possible to prevent the other team from getting Über.
  
 
===Pushing to the Point===
 
===Pushing to the Point===
* When you don't control the point, there are multiple points to hold
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* When you don't control the point, there are multiple points to hold.
** You can hold near the medium health pack with your combo, and have your flank on the other side
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** You can hold near the medium Health pack with your combo, and have your flank on the other side.
** Your combo can hold under the walkway connecting the Cliff and House, while you have a Flank class on cliff and near the middle health
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** Your combo can hold under the walkway connecting Cliff and House while you have a flank class on Cliff and near the medium Health pack.
** You can put your combo right behind the sign blocking the point, giving yourself a very strong push, at the cost of being easy to bomb
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** You can put your combo right behind the sign blocking the point, giving yourself a very strong push, at the cost of being easy to bomb.
* When you have uber advantage, you need to act quickly, and try to kill the enemy medic before he get's his uber.
+
* When you have Über advantage, you need to act quickly, and try to kill the enemy Medic before he gets his Über.
** If you have Kritz, pop on the Demo and try to clear the point and kill the combo
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** If you have Kritz, pop on the Demoman and try to clear the point and kill the combo.
** If you're running a Heavy, use the Uber to walk him onto the point, and force the other team back to their valley
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** If you're running a Heavy, use the Über to walk him onto the point, and force the other team back to their valley.
* If you're at disadvantage or have no medic, your first priority should be killing the other team's medic
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* If you're at disadvantage or have no Medic, your first priority should be killing the other team's Medic.
** If you have no medic, it can be worthwhile to suicide 2 or even more players on to the other team in an attempt to kill the medic
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** If you have no Medic, it can be worthwhile to sacrifice 2 or even more players in an attempt to kill the Medic.
** If you're at a disadvantage, pulling out all the way to your spawn is the best way to ensure that your medic doesn't die
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** If you're at a disadvantage, pulling out all the way to your Spawn is the best way to ensure that your Medic doesn't die.
  
 
===Holding the Point===
 
===Holding the Point===
* After you control the point, you need to decide where to hold based on multiple factors
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* After you control the point, you need to decide where to hold based on multiple factors:
** If you have uber advantage, more players, or feel confident, you can push all the way up to the other team's valley, or even attempt a spawn camp
+
** If you have Über advantage, more players, or feel confident, you can push all the way up to the other team's Valley, or even attempt a spawn camp.
** If your medic died, you have fewer players, or you don't feel confident, you should pull back to where you originally were holding, and wait for the enemy push
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** If your Medic died, you have fewer players, or you don't feel confident, you should pull back to where you originally were holding, and wait for the enemy push.
* The best way to counter an uber on Viaduct is to try to kite it, then collapse immediately after it expires
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* The best way to counter an Über on Product is to try to kite it, then collapse immediately after it expires.
** Often, medics will switch to kritz if they went down, so as to make up for uber advantage. If you've capped the point, be expecting a Kritz, and be ready to pop
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** Often, Medics will switch to Kritz if they went down, so as to make up for Über advantage. If you've capped the point, be expecting a Kritz, and be ready to pop.
 +
 
 +
== Additional Images==
 +
<gallery>
 +
File:Product workshop image.jpg|Steam Workshop image for Product.
 +
File:Secret room product.jpg|Secret room on Product.
 +
</gallery>
 +
 
 +
== Changelog ==
 +
{{Changelog|  '''RC9''':
 +
* Fixed pomson, bison and wrap assassin projectiles being blocked by the middle connector
 +
* Prevents wallbugging above "concrete" houses for information
 +
* Other minor adjustments
 +
 
 +
'''RCX''':
 +
* Prevent players from changing class from the enemy spawn
 +
* Fixed smoothing groups on the rock models
  
 +
'''FINAL''':
 +
* Adjusted cap zone to better match visual indications
 +
* Fixed asymmetries related to mid
 +
* Fixed undefined spawn wave times before first capture (set to 6sec)
 +
* Changed spawnpoint order to prevent penalizing loadout changes
 +
* Fixed pickups being blockable by teleports
 +
* Fixed incorrectly clipped nook on japan
 +
* Redesigned connector with equivalent geometry that prevents splash issues
 +
* Improved rock collision models
 +
* Improved roof clipping around secondary spawn exit
 +
* Improved clipping around triple windows
 +
* Other minor clipping improvements
 +
* Improved bot behavior
 +
* Improved soundscapes
 +
* Improved lighting
 +
* Adjusted prop fade distances
 +
}}
  
 
{{Competitive nav}}
 
{{Competitive nav}}
 
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{{Custom Map Nav}}
[[Category:Competitive]]
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[[Category:Competitive maps]]

Latest revision as of 22:37, 17 January 2024

This article is for competitive play, based on the standard community competitive format. For the generic article on this topic, see: Viaduct.
The community competitive scene changes frequently. Some or all info may be outdated.
Product
Viaduct Pro 1.jpg
Basic Information
Map type: King of the Hill
File name: koth_product_final
Version: Final
Released: December 21, 2015
Last updated: July 29, 2021
Developer(s): JackyLegs
Mimas Torres
lawn
Link(s): TF2Maps
Map Info
Environment: Temperate, Alpine
Setting: Daylight
Map Items
Healthico.png Health Kits: Smallhealth.png ×1
Ammoico.png Ammo Boxes: Smallammo.png ×2
Map Photos
Loading screen photos.

Product is a King of the Hill map, a modified version of Viaduct that has been tailored to competitive play. The biggest changes are retexturing and an extra opening in the midpoint wall that contains a small health pack. Product may offer better performance for older PCs due to the lack of snow effects.

Locations

  • Spawn: Spawn is the area between the spawn building and the first row of buildings.
  • Cliff: Cliff is the large rocky outcrop that overlooks the point and valley, and the wooden pathway connecting it to the middle building.
  • Main: Main is the area below the short catwalk.
  • Right: Right is the area below the wooden pathway.
  • Japan: Japan is the area on the short catwalk.
  • China: China is the area on the wooden pathway.
  • Valley: Valley is the area between the first and second row of buildings.
  • Grass: Grass is the small hill between the first and second row of buildings.
  • Concrete: Concrete is the concrete area leading to the Connector and control point.
  • Connector: Connector is the area connecting two sides of the Concrete via small wooden hallway.

Strategy

General

  • Product is very offclass-friendly, and you may find the standard competitive class composition not to be the most efficient.
    • Your flanks can run Heavy and Sniper almost full time, and running a Spy is often viable.
    • Your pocket can also run Heavy, or switch to Gunboats while letting the Medic primarily heal the Demoman or the Heavy.
  • Product encourages using the Kritzkrieg.
    • If you are running Kritz, your demo should be getting most of the heals, and you need to be pushing as fast as possible to prevent the other team from getting Über.

Pushing to the Point

  • When you don't control the point, there are multiple points to hold.
    • You can hold near the medium Health pack with your combo, and have your flank on the other side.
    • Your combo can hold under the walkway connecting Cliff and House while you have a flank class on Cliff and near the medium Health pack.
    • You can put your combo right behind the sign blocking the point, giving yourself a very strong push, at the cost of being easy to bomb.
  • When you have Über advantage, you need to act quickly, and try to kill the enemy Medic before he gets his Über.
    • If you have Kritz, pop on the Demoman and try to clear the point and kill the combo.
    • If you're running a Heavy, use the Über to walk him onto the point, and force the other team back to their valley.
  • If you're at disadvantage or have no Medic, your first priority should be killing the other team's Medic.
    • If you have no Medic, it can be worthwhile to sacrifice 2 or even more players in an attempt to kill the Medic.
    • If you're at a disadvantage, pulling out all the way to your Spawn is the best way to ensure that your Medic doesn't die.

Holding the Point

  • After you control the point, you need to decide where to hold based on multiple factors:
    • If you have Über advantage, more players, or feel confident, you can push all the way up to the other team's Valley, or even attempt a spawn camp.
    • If your Medic died, you have fewer players, or you don't feel confident, you should pull back to where you originally were holding, and wait for the enemy push.
  • The best way to counter an Über on Product is to try to kite it, then collapse immediately after it expires.
    • Often, Medics will switch to Kritz if they went down, so as to make up for Über advantage. If you've capped the point, be expecting a Kritz, and be ready to pop.

Additional Images

Changelog

Changelog:
RC9:
  • Fixed pomson, bison and wrap assassin projectiles being blocked by the middle connector
  • Prevents wallbugging above "concrete" houses for information
  • Other minor adjustments

RCX:

  • Prevent players from changing class from the enemy spawn
  • Fixed smoothing groups on the rock models

FINAL:

  • Adjusted cap zone to better match visual indications
  • Fixed asymmetries related to mid
  • Fixed undefined spawn wave times before first capture (set to 6sec)
  • Changed spawnpoint order to prevent penalizing loadout changes
  • Fixed pickups being blockable by teleports
  • Fixed incorrectly clipped nook on japan
  • Redesigned connector with equivalent geometry that prevents splash issues
  • Improved rock collision models
  • Improved roof clipping around secondary spawn exit
  • Improved clipping around triple windows
  • Other minor clipping improvements
  • Improved bot behavior
  • Improved soundscapes
  • Improved lighting
  • Adjusted prop fade distances